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"Video Game History - Final Fantasy VI"

9 Comments -

1 – 9 of 9
Anonymous Anonymous said...

You're a moron. I'm going to rank my favorites:
1. VII
2. X
3. The Rest
4. VI

6:30 PM

Anonymous rowan said...

That's the spirit! But really, Mystic Quest?

7:51 PM

Blogger wsn said...

Good point about the plot flowing from the setting organically. I've never thought about it like that but it's absolutely true.

Some other thoughts,

1) I'm not qualified to discuss it too technically, but FFVI has some of the best music in the history of video games. I know that sounds fanboyish ... but I stand by it.

2) FFVI has the bad guy "win" about half way through. That doesn't really happen in jRPG's.

Good luck on the book.

2:17 PM

Blogger Unknown said...

Did I really misspell "Fantasy" in the header initially? Yes. Yes I did.

I don't think it's really going out on a limb too far to say that any Final Fantasy has the best music ever. It's pretty commonly agreed-upon that Square's got some of the best composers. That said, FF VII & X and the two Chrono games can go toe-to-toe with it.

Second, this is the only excerpt I've posted so far that isn't complete. I get more into the storyline (the Opera House scene and the twist you mention) and how they integrate gameplay and cinematic style, among other things.

2:34 PM

Blogger wsn said...

VII and the Chrono games for sure. I don't remember X well enough to comment one way or the other. In Chrono Trigger I kept a save in Zeal just to listen to the music if I felt like it.

Your book sounds epic.

Looking forward to your take on Planescape.

FWIW, IMO PST : Infinity Engine :: FFVI : SNESquareRPG. That is, once the basic engine is down, the makers can do something interesting in terms of narrative or presentation. Half-Life probably fits this mold too. Is this something you've noticed? Or will I have to buy the book for that? ;)

5:15 PM

Anonymous rowan said...

"Epic" means it'll take forever to finish, in this case. Sigh.

I think your point is correct, although your examples aren't necessarily. Planescape Torment was actually developed around the same time as Baldur's Gate, and I don't think that it uses the engine as best as it can - spellcasting is annoying to do and there's the inexplicable run/walk divide. Baldur's Gate 2 is probably a better example - very little is different from its predecessor in a technical sense, but in an engine-used-for-narrative sense, it's far superior.

6:17 PM

Blogger wsn said...

I'd say BGII's quest structure is much better than PS:T (and most any wRPG's, really)*, but I'd disagree with the overall narrative bit - I think BGII and PS:T both offer good uses of the engine, though in different ways.

I'm thinking more of the dying/!reloading mechanic, shifting alignments, lots of non-fighting EXP. To me, those are much more interesting uses of the engine for narrative purposes than spell casting optimization or run/walk. I mean, in BGII I give everyone Boots of Haste just so they walk faster.


*I think I saw that on the Vintage Game club PS:T forums. Or was it here? If I am unknowingly (lazily?) quoting you, apologies.

7:44 PM

Anonymous rowan said...

I was comparing BG2 to BG1, not to PST. Torment is its own beast. And yeah, all those things you mention are interesting, but in this case, they're not there because the engine is "mature." They're there cause the designers were doing really interesting things from the start.

8:28 PM

Blogger wsn said...

Right, that's what I meant.

The first iteration of a game engine tends to be fairly generic. For the next few iterations the designers can tell a much more interesting narrative/story/experience because they aren't starting from scratch.

To put it another way, I don't think PS:T would have happened without the IE in place. Similarly, Half-Life probably wouldn't have happened without the Quake engine in place.

8:00 AM

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